<!DOCTYPE html>
<html lang="en-us">
<head>
    {% load static %}
    <meta charset="utf-8">
    <meta http-equiv="Content-Type" content="text/html; charset=utf-8">
    <title>Unity WebGL Player | 见缝插针</title>
    <!--suppress HtmlUnknownTarget -->
    <link rel="shortcut icon" href="{% static 'webgl/stick_pin/TemplateData/favicon.ico' %}">
    <!--suppress HtmlUnknownTarget -->
    <link rel="stylesheet" href="{% static 'webgl/stick_pin/TemplateData/style.css' %}">
    <!--suppress HtmlUnknownTarget -->
    <link rel="stylesheet" href="{% static 'css/navbar.css' %}">
    <script src="https://code.jquery.com/jquery-3.6.0.min.js"></script>
</head>
<body>
{% include "includes/navbar.html" %}
<div id="unity-container" class="unity-desktop">
    <canvas id="unity-canvas" width=960 height=600 tabindex="-1"></canvas>
    <div id="unity-loading-bar">
        <div id="unity-logo"></div>
        <div id="unity-progress-bar-empty">
            <div id="unity-progress-bar-full"></div>
        </div>
    </div>
    <div id="unity-warning"></div>
    <div id="unity-footer">
        <div id="unity-webgl-logo"></div>
        <div id="unity-fullscreen-button"></div>
        <div id="unity-build-title">见缝插针</div>
    </div>
</div>
<script>
    $(function () {
        const unity_url = 'https://play.unity.com/en/games/9d9f0feb-af84-44b5-8803-8dd9351ce994/6keb57yd5os6zki';
        $('.navbar .left').append(
            `<a href="${unity_url}">加载慢？试试官方平台</a>`
        );
    })
</script>
<script>

    var container = document.querySelector("#unity-container");
    var canvas = document.querySelector("#unity-canvas");
    var loadingBar = document.querySelector("#unity-loading-bar");
    var progressBarFull = document.querySelector("#unity-progress-bar-full");
    var fullscreenButton = document.querySelector("#unity-fullscreen-button");
    var warningBanner = document.querySelector("#unity-warning");

    // Shows a temporary message banner/ribbon for a few seconds, or
    // a permanent error message on top of the canvas if type=='error'.
    // If type=='warning', a yellow highlight color is used.
    // Modify or remove this function to customize the visually presented
    // way that non-critical warnings and error messages are presented to the
    // user.
    function unityShowBanner(msg, type) {
        function updateBannerVisibility() {
            warningBanner.style.display = warningBanner.children.length ? 'block' : 'none';
        }

        var div = document.createElement('div');
        div.innerHTML = msg;
        warningBanner.appendChild(div);
        if (type == 'error') div.style = 'background: red; padding: 10px;';
        else {
            if (type == 'warning') div.style = 'background: yellow; padding: 10px;';
            setTimeout(function () {
                warningBanner.removeChild(div);
                updateBannerVisibility();
            }, 5000);
        }
        updateBannerVisibility();
    }

    var buildUrl = "{% static 'webgl/stick_pin/Build' %}";
    var loaderUrl = buildUrl + "/BuildWeb.loader.js";
    var config = {
        dataUrl: buildUrl + "/BuildWeb.data.gz",
        frameworkUrl: buildUrl + "/BuildWeb.framework.js.gz",
        codeUrl: buildUrl + "/BuildWeb.wasm.gz",
        streamingAssetsUrl: "StreamingAssets",
        companyName: "DefaultCompany",
        productName: "见缝插针",
        productVersion: "1.0.2",
        showBanner: unityShowBanner,
    };

    // By default, Unity keeps WebGL canvas render target size matched with
    // the DOM size of the canvas element (scaled by window.devicePixelRatio)
    // Set this to false if you want to decouple this synchronization from
    // happening inside the engine, and you would instead like to size up
    // the canvas DOM size and WebGL render target sizes yourself.
    // config.matchWebGLToCanvasSize = false;

    // If you would like all file writes inside Unity Application.persistentDataPath
    // directory to automatically persist so that the contents are remembered when
    // the user revisits the site the next time, uncomment the following line:
    // config.autoSyncPersistentDataPath = true;
    // This autosyncing is currently not the default behavior to avoid regressing
    // existing user projects that might rely on the earlier manual
    // JS_FileSystem_Sync() behavior, but in future Unity version, this will be
    // expected to change.

    if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
        // Mobile device style: fill the whole browser client area with the game canvas:

        var meta = document.createElement('meta');
        meta.name = 'viewport';
        meta.content = 'width=device-width, height=device-height, initial-scale=1.0, user-scalable=no, shrink-to-fit=yes';
        document.getElementsByTagName('head')[0].appendChild(meta);
        container.className = "unity-mobile";
        canvas.className = "unity-mobile";

        // To lower canvas resolution on mobile devices to gain some
        // performance, uncomment the following line:
        // config.devicePixelRatio = 1;

    } else {
        // Desktop style: Render the game canvas in a window that can be maximized to fullscreen:

        canvas.style.width = "960px";
        canvas.style.height = "600px";
    }

    loadingBar.style.display = "block";

    var script = document.createElement("script");
    script.src = loaderUrl;
    script.onload = () => {
        createUnityInstance(canvas, config, (progress) => {
            progressBarFull.style.width = 100 * progress + "%";
        }).then((unityInstance) => {
            loadingBar.style.display = "none";
            fullscreenButton.onclick = () => {
                unityInstance.SetFullscreen(1);
            };
        }).catch((message) => {
            alert(message);
        });
    };

    document.body.appendChild(script);

</script>
</body>
</html>
